Map has been published in EU under the name Psi-lab if you are interested in trying it out.
![[image loading]](http://i.imgur.com/N6cPWRN.jpg)
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Elche
Finland170 Posts
July 10 2013 16:43 GMT
#1301
Map has been published in EU under the name Psi-lab if you are interested in trying it out. ![]() | ||
Fatam
1986 Posts
July 10 2013 19:56 GMT
#1302
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Meavis
Netherlands1300 Posts
July 10 2013 20:17 GMT
#1303
but after going on for a while, I ended up with the balance clusterfuck that is this ![]() (ignore the dark lines I have no idea how it got there) Anyone got some advice on how I can make this map a bit more balanced again before I continue? Also, I'd like to keep the natural layout like that, I just cant take the standard main+nat layout anymore. | ||
aband0ned
South Africa6 Posts
July 11 2013 03:07 GMT
#1304
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AusBandit
Australia5 Posts
July 11 2013 04:09 GMT
#1305
![]() Whole map: (Larger image: http://i.imgur.com/6FJKOyp.jpg) ![]() More images: + Show Spoiler + Main, nat and 3rd: ![]() View toward main, showing possible 4th: ![]() Possible 4th and 5th: ![]() As you can see, I've really tried to reduce the empty space and have widened the chokes. They're still very present, however. | ||
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-NegativeZero-
United States2141 Posts
July 11 2013 04:21 GMT
#1306
@AusBandit: This is definitely an improvement from the previous version. However, most people will likely complain that your map basically breaks all the normal conventions of mapmaking. It's good to experiment with different ideas, but you should probably first learn how to make a "standard" map, which needs: -Narrow ramp to the main -Natural right next to the main entrance, usually with 1 entrance (occasionally 2) that covers both the main and nat -3rd base reasonably close (but not too close) to the nat, not too open and not too choked (your map actually does have this) -Multiple ground paths the players can take to reach their opponent (your map has 2, but they're spread too far apart and too narrow) Look at some pro maps, or maps by established mapmaking teams (TPW, ESV, Crux, etc.) to get an idea of some reasonable map proportions (distances between bases, average openness, balance between open areas and chokes, etc.) Then, once you've gotten an idea of the normal mapmaking "rules", you can work on figuring out how to break them lol. | ||
AusBandit
Australia5 Posts
July 11 2013 04:51 GMT
#1307
![]() | ||
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-NegativeZero-
United States2141 Posts
July 11 2013 07:08 GMT
#1308
![]() ![]() | ||
Meavis
Netherlands1300 Posts
July 11 2013 13:30 GMT
#1309
Earthquake + Show Spoiler + ![]() Gforce + Show Spoiler + ![]() Meltdown + Show Spoiler + ![]() Neo outsider + Show Spoiler + ![]() If anyone would be so kind to point out issues and which ones are ready for aesthetics. | ||
greenroom
United States20 Posts
July 11 2013 23:29 GMT
#1310
![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() "Ulaan Underground" (152x158). Created on 7/11/13 and published in US. Any thoughts or opinions? | ||
indeechaos
1 Post
July 12 2013 04:18 GMT
#1311
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Syphon8
Canada298 Posts
July 12 2013 06:55 GMT
#1312
![]() More work on that one from a few pages back. 132x128. | ||
monitor
United States2404 Posts
July 12 2013 07:03 GMT
#1313
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Syphon8
Canada298 Posts
July 12 2013 16:56 GMT
#1314
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monitor
United States2404 Posts
July 12 2013 20:48 GMT
#1315
I've got 3 WIP maps... if anybody wants the files, let me to know. Sonar + Show Spoiler + ![]() Vesuvius + Show Spoiler + ![]() Unnamed + Show Spoiler + ![]() | ||
TheFish7
United States2824 Posts
July 12 2013 20:52 GMT
#1316
@greenroom - Way too easy to split that map down the middle | ||
BlindSC2
United Kingdom435 Posts
July 12 2013 22:51 GMT
#1317
Sweet Jesus Neo Outsider looks cool, although I wonder if terrans might get an 'invulnerable' early base if they float a cc behind one of the mineral field walls. The symmetry would need some work (I assume all spawns would be enabled?), but that looks really promising IMO. @monitor Seems like you've got a stray ramp on the bottom right main on Vesuvius I'm not sure about how close that centre high ground is to the natural, feels like it would be too easy to set up a soft contain. Imagine tanks behind the high yield geyser there, you could cover both ramps it seems like. Aside from that ramp and the high yield expo in relation to it, I really like it Been working on this one here and there for a while now, took a while over the last week to bring some things together and make it look (at least a little bit) like a single, whole map rather than just a bunch of parts. Small Album ![]() Playable bounds: 156x124 Rush distance (ramp to ramp for worker): 41 secs 10 normal bases 2 high yields (6 high yield mins, 1 high yield geyser) My main concern with this at the moment is the travel distance to both the potential thirds, especially in terms of creep tumours. edit: just noticed that I had forgotten to shorten the little ledge that runs alongside/above the low ground third at 2-ish o'clock (compare to 8-ish o'clock - how it should be) | ||
Fatam
1986 Posts
July 12 2013 23:22 GMT
#1318
![]() Have 2 maps coming before this one, but thought I'd put this layout out and see if anyone has thoughts in advance. FFE is not too weird, it's just an 11 square FFE split between the adjacent entrances (need 2 pylons + 3 3x3's total) I don't usually like 7 expos per side, but I think it makes some sense here to fully validate all the possible expansion patterns. All the pods are just unpathable overlord spots. @ blind I would probably try to scoot the 3rd slightly closer to the nat without messing much w/ the terrain. Overall map design seems pretty solid. Maybe if you want to get wild add a rocked backdoor to the nat connecting to that area where the xel'naga tower is. | ||
Syphon8
Canada298 Posts
July 12 2013 23:36 GMT
#1319
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moskonia
Israel1448 Posts
July 12 2013 23:59 GMT
#1320
For Vesuvius except for blink pressure / all in this map is really awesome, although the gold might be too easy, but maybe not. Fatam, you should switch the minerals and the gas at the nat, so you can watch over the minerals with an overlord, this is important for ZvZ. Other than that, FFE is awkward. It doesn't matter the 'normal' size, it just looks weird imo, and also having a wide nat entrance + backdoor is not advised, but not that bad, just makes all ins pretty strong on this map. Map overall seems interesting but it feels like there are too many expansions, although I guess that is not a real problem since the bases are pretty spread out. | ||
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